1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
45 float Item_Customize()
47 if(self.spawnshieldtime)
49 if(self.weapons != (self.weapons & other.weapons))
51 self.colormod = '0 0 0';
52 self.glowmod = self.colormod;
53 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
60 self.colormod = stov(cvar_string("g_ghost_items_color"));
61 self.glowmod = self.colormod;
62 self.alpha = g_ghost_items;
70 void Item_Show (entity e, float mode)
72 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
75 // make the item look normal, and be touchable
77 e.solid = SOLID_TRIGGER;
79 self.glowmod = self.colormod;
81 e.customizeentityforclient = func_null;
83 e.spawnshieldtime = 1;
87 // hide the item completely
88 e.model = string_null;
91 self.glowmod = self.colormod;
93 e.customizeentityforclient = func_null;
95 e.spawnshieldtime = 1;
97 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
99 // make the item translucent green and not touchable
101 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102 e.colormod = '0 0 0';
103 self.glowmod = self.colormod;
104 e.effects |= EF_STARDUST;
105 e.customizeentityforclient = Item_Customize;
107 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
109 else if(g_ghost_items)
111 // make the item translucent green and not touchable
114 e.colormod = stov(cvar_string("g_ghost_items_color"));
115 e.glowmod = e.colormod;
116 e.alpha = g_ghost_items;
117 e.customizeentityforclient = func_null;
119 e.spawnshieldtime = 1;
123 // hide the item completely
124 e.model = string_null;
126 e.colormod = stov(cvar_string("g_ghost_items_color"));
127 e.glowmod = e.colormod;
129 e.customizeentityforclient = func_null;
131 e.spawnshieldtime = 1;
134 if (e.strength_finished || e.invincible_finished)
135 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136 if (cvar("g_nodepthtestitems"))
137 e.effects |= EF_NODEPTHTEST;
138 if (cvar("g_fullbrightitems"))
139 e.effects |= EF_FULLBRIGHT;
141 // relink entity (because solid may have changed)
142 setorigin(e, e.origin);
145 void Item_Respawn (void)
148 if(!g_minstagib && self.items == IT_STRENGTH)
149 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
150 else if(!g_minstagib && self.items == IT_INVINCIBLE)
151 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
153 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
154 setorigin (self, self.origin);
156 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
157 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
160 void Item_RespawnCountdown (void)
162 if(self.count >= ITEM_RESPAWN_TICKS)
164 if(self.waypointsprite_attached)
165 WaypointSprite_Kill(self.waypointsprite_attached);
170 self.nextthink = time + 1;
181 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
182 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
183 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
190 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
191 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
196 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
197 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
201 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
202 if(self.waypointsprite_attached)
204 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
205 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
206 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
210 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
211 if(self.waypointsprite_attached)
213 WaypointSprite_Ping(self.waypointsprite_attached);
214 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
219 void Item_ScheduleRespawnIn(entity e, float t)
221 if(e.flags & FL_POWERUP)
223 e.think = Item_RespawnCountdown;
224 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
229 e.think = Item_Respawn;
230 e.nextthink = time + t;
234 void Item_ScheduleRespawn(entity e)
236 if(e.respawntime > 0)
239 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
241 else // if respawntime is -1, this item does not respawn
245 void Item_ScheduleInitialRespawn(entity e)
248 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
251 float Item_GiveTo(entity item, entity player)
259 // if nothing happens to player, just return without taking the item
261 _switchweapon = FALSE;
265 if(item.spawnshieldtime)
268 if (player.ammo_fuel < g_pickup_fuel_max)
271 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
272 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
274 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
278 sprint (player, strcat("You got the ^2", item.netname, "\n"));
281 _switchweapon = TRUE;
285 // play some cool sounds ;)
286 centerprint(player, "\n");
287 if (clienttype(player) == CLIENTTYPE_REAL)
289 if(player.health <= 5)
290 AnnounceTo(player, "lastsecond");
291 else if(player.health < 50)
292 AnnounceTo(player, "narrowly");
294 // sound not available
295 // else if(item.items == IT_CELLS)
296 // AnnounceTo(player, "ammo");
298 if (item.weapons & WEPBIT_MINSTANEX)
299 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
301 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
309 // sound not available
310 // AnnounceTo(player, "_lives");
311 player.armorvalue = min(player.armorvalue + cvar("g_minstagib_extralives"), 999);
312 sprint(player, "^3You picked up some extra lives\n");
316 if (item.strength_finished)
319 // sound not available
320 // AnnounceTo(player, "invisible");
321 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
325 if (item.invincible_finished)
328 // sound not available
329 // AnnounceTo(player, "speed");
330 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
334 if (player.ammo_fuel < g_pickup_fuel_max)
337 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
338 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
344 if (g_weapon_stay == 1)
345 if not(item.flags & FL_NO_WEAPON_STAY)
346 if (item.flags & FL_WEAPON)
348 if(item.classname == "droppedweapon")
350 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
355 if (player.weapons & item.weapons)
360 // in case the player has autoswitch enabled do the following:
361 // if the player is using their best weapon before items are given, they
362 // probably want to switch to an even better weapon after items are given
363 if (player.autoswitch)
364 if (player.switchweapon == w_getbestweapon(player))
365 _switchweapon = TRUE;
367 if not(player.weapons & W_WeaponBit(player.switchweapon))
368 _switchweapon = TRUE;
370 if(item.spawnshieldtime)
372 if (item.ammo_shells)
373 if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
376 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
379 if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
382 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
384 if (item.ammo_rockets)
385 if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
388 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
391 if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
394 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
397 if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
400 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
401 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
405 if (item.flags & FL_WEAPON)
406 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
409 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
411 e = get_weaponinfo(i);
413 W_GiveWeapon (player, e.weapon, item.netname);
417 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
421 sprint (player, strcat("You got the ^2", item.netname, "\n"));
424 if(item.spawnshieldtime)
426 if (item.strength_finished)
429 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
431 if (item.invincible_finished)
434 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
438 if ((player.health < item.max_health) || item.pickup_anyway)
441 player.health = min(player.health + item.health, item.max_health);
442 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
445 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
448 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
449 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
455 // always eat teamed entities
462 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
464 if (player.switchweapon != w_getbestweapon(player))
465 W_SwitchWeapon_Force(player, w_getbestweapon(player));
470 void Item_Touch (void)
474 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
475 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
480 if (other.classname != "player")
484 if (self.solid != SOLID_TRIGGER)
486 if (self.owner == other)
489 if(!Item_GiveTo(self, other))
492 other.stat_pickup_crosshair = time;
494 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
496 if (self.classname == "droppedweapon")
498 else if not(self.spawnshieldtime)
500 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
506 RandomSelection_Init();
507 for(head = world; (head = findfloat(head, team, self.team)); )
509 if(head.flags & FL_ITEM)
512 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
515 e = RandomSelection_chosen_ent;
519 Item_ScheduleRespawn(e);
527 if(self.effects & EF_NODRAW)
529 // marker for item team search
530 dprint("Initializing item team ", ftos(self.team), "\n");
531 RandomSelection_Init();
532 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
533 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
534 e = RandomSelection_chosen_ent;
538 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
542 // make it a non-spawned item
544 head.state = 1; // state 1 = initially hidden item
546 head.effects &~= EF_NODRAW;
549 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
550 Item_ScheduleInitialRespawn(e);
556 Item_Show(self, !self.state);
557 setorigin (self, self.origin);
558 self.think = SUB_Null;
561 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
562 Item_ScheduleInitialRespawn(self);
565 // Savage: used for item garbage-collection
566 // TODO: perhaps nice special effect?
567 void RemoveItem(void)
572 // pickup evaluation functions
573 // these functions decide how desirable an item is to the bots
575 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
577 float weapon_pickupevalfunc(entity player, entity item)
579 float c, i, j, position;
581 // See if I have it already
582 if(player.weapons & item.weapons == item.weapons)
584 // If I can pick it up
585 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
587 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
589 // Skilled bots will grab more
590 c = bound(0, skill / 10, 1) * 0.5;
598 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
599 if( bot_custom_weapon && c )
601 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
604 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
607 // Find the highest position on any range
609 for(j = 0; j < WEP_LAST ; ++j){
611 bot_weapons_far[j] == i ||
612 bot_weapons_mid[j] == i ||
613 bot_weapons_close[j] == i
624 position = WEP_LAST - position;
625 // item.bot_pickupbasevalue is overwritten here
626 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
631 return item.bot_pickupbasevalue * c;
634 float commodity_pickupevalfunc(entity player, entity item)
636 float c, i, need_shells, need_nails, need_rockets, need_cells;
640 // Detect needed ammo
641 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
643 wi = get_weaponinfo(i);
645 if not(wi.weapons & player.weapons)
648 if(wi.items & IT_SHELLS)
650 else if(wi.items & IT_NAILS)
652 else if(wi.items & IT_ROCKETS)
654 else if(wi.items & IT_CELLS)
658 // TODO: figure out if the player even has the weapon this ammo is for?
659 // may not affect strategy much though...
660 // find out how much more ammo/armor/health the player can hold
662 if (item.ammo_shells)
663 if (player.ammo_shells < g_pickup_shells_max)
664 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
667 if (player.ammo_nails < g_pickup_nails_max)
668 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
670 if (item.ammo_rockets)
671 if (player.ammo_rockets < g_pickup_rockets_max)
672 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
675 if (player.ammo_cells < g_pickup_cells_max)
676 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
678 if (player.armorvalue < item.max_armorvalue)
679 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
681 if (player.health < item.max_health)
682 c = c + max(0, 1 - player.health / item.max_health);
684 return item.bot_pickupbasevalue * c;
689 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
691 startitem_failed = FALSE;
694 self.weapons = weaponid;
696 // is it a dropped weapon?
697 if (self.classname == "droppedweapon")
699 self.reset = SUB_Remove;
700 // it's a dropped weapon
701 self.movetype = MOVETYPE_TOSS;
702 // Savage: remove thrown items after a certain period of time ("garbage collection")
703 self.think = RemoveItem;
704 self.nextthink = time + 60;
705 // don't drop if in a NODROP zone (such as lava)
706 traceline(self.origin, self.origin, MOVE_NORMAL, self);
707 if (trace_dpstartcontents & DPCONTENTS_NODROP)
709 startitem_failed = TRUE;
716 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
718 startitem_failed = TRUE;
723 self.reset = Item_Reset;
725 if(self.spawnflags & 1)
728 self.movetype = MOVETYPE_NONE;
730 self.movetype = MOVETYPE_TOSS;
731 // do item filtering according to game mode and other things
734 // first nudge it off the floor a little bit to avoid math errors
735 setorigin(self, self.origin + '0 0 1');
736 // set item size before we spawn a spawnfunc_waypoint
737 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
738 setsize (self, '-16 -16 0', '16 16 48');
740 setsize (self, '-16 -16 0', '16 16 32');
741 // note droptofloor returns FALSE if stuck/or would fall too far
743 waypoint_spawnforitem(self);
750 print("removed non-teamplay ", self.classname, "\n");
751 startitem_failed = TRUE;
760 print("removed non-FFA ", self.classname, "\n");
761 startitem_failed = TRUE;
769 // We aren't TA or something like that, so we keep the Q3A entities
770 print("removed non-Q3A ", self.classname, "\n");
771 startitem_failed = TRUE;
777 * can't do it that way, as it would break maps
778 * TODO make a target_give like entity another way, that perhaps has
779 * the weapon name in a key
782 // target_give not yet supported; maybe later
783 print("removed targeted ", self.classname, "\n");
784 startitem_failed = TRUE;
790 if(cvar("spawn_debug") >= 2)
793 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
795 if(otheritem.is_item)
797 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
798 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
799 error("Mapper sucks.");
807 startitem_failed = TRUE;
811 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
813 startitem_failed = TRUE;
817 else if (g_minstagib)
819 // don't remove dropped items and powerups
820 if (self.classname != "minstagib")
822 startitem_failed = TRUE;
827 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
829 startitem_failed = TRUE;
834 weaponsInMap |= weaponid;
836 precache_model (itemmodel);
837 precache_sound (pickupsound);
839 precache_sound ("misc/itemrespawncountdown.wav");
840 if(!g_minstagib && itemid == IT_STRENGTH)
841 precache_sound ("misc/strength_respawn.wav");
842 else if(!g_minstagib && itemid == IT_INVINCIBLE)
843 precache_sound ("misc/shield_respawn.wav");
845 precache_sound ("misc/itemrespawn.wav");
847 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
848 self.target = "###item###"; // for finding the nearest item using find()
851 self.bot_pickup = TRUE;
852 self.bot_pickupevalfunc = pickupevalfunc;
853 self.bot_pickupbasevalue = pickupbasevalue;
854 self.mdl = itemmodel;
855 self.item_pickupsound = pickupsound;
856 // let mappers override respawntime
857 if(!self.respawntime) // both set
859 self.respawntime = defaultrespawntime;
860 self.respawntimejitter = defaultrespawntimejitter;
862 self.netname = itemname;
863 self.flags = FL_ITEM | itemflags;
864 self.touch = Item_Touch;
865 setmodel (self, self.mdl); // precision set below
866 self.effects |= EF_LOWPRECISION;
867 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
868 setsize (self, '-16 -16 0', '16 16 48');
870 setsize (self, '-16 -16 0', '16 16 32');
871 if(itemflags & FL_WEAPON)
872 self.modelflags |= MF_ROTATE;
874 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
875 if (itemflags & FL_WEAPON)
877 // neutral team color for pickup weapons
878 self.colormap = 1024; // color shirt=0 pants=0 grey
886 self.cnt = 1; // item probability weight
887 self.effects = self.effects | EF_NODRAW; // marker for item team search
888 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
890 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
891 Item_ScheduleInitialRespawn(self);
894 /* replace items in minstagib
895 * IT_STRENGTH = invisibility
896 * IT_NAILS = extra lives
897 * IT_INVINCIBLE = speed
899 void minstagib_items (float itemid)
902 self.classname = "minstagib";
904 // replace rocket launchers and nex guns with ammo cells
905 if (itemid == IT_CELLS)
908 StartItem ("models/items/a_cells.md3",
909 "misc/itempickup.wav", 45, 0,
910 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
917 itemid = IT_STRENGTH;
921 itemid = IT_INVINCIBLE;
923 // replace with invis
924 if (itemid == IT_STRENGTH)
926 self.strength_finished = 30;
927 StartItem ("models/items/g_strength.md3",
928 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
929 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
931 // replace with extra lives
932 if (itemid == IT_NAILS)
935 StartItem ("models/items/g_h100.md3",
936 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
937 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
939 // replace with speed
940 if (itemid == IT_INVINCIBLE)
942 self.invincible_finished = 30;
943 StartItem ("models/items/g_invincible.md3",
944 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
945 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
949 float minst_no_auto_cells;
950 void minst_remove_item (void) {
951 if(minst_no_auto_cells)
955 float weaponswapping;
958 void weapon_defaultspawnfunc(float wpn)
962 var .float ammofield;
967 // set the respawntime in advance (so replaced weapons can copy it)
969 if(!self.respawntime)
971 e = get_weaponinfo(wpn);
972 if(e.items == IT_SUPERWEAPON)
974 self.respawntime = g_pickup_respawntime_powerup;
975 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
979 self.respawntime = g_pickup_respawntime_weapon;
980 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
984 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
986 e = get_weaponinfo(wpn);
987 s = cvar_string(strcat("g_weaponreplace_", e.netname));
991 startitem_failed = TRUE;
994 t = tokenize_console(s);
997 self.team = --internalteam;
999 for(i = 1; i < t; ++i)
1002 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1004 e = get_weaponinfo(j);
1008 copyentity(oldself, self);
1009 self.classname = "replacedweapon";
1010 weapon_defaultspawnfunc(j);
1016 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1025 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1027 e = get_weaponinfo(j);
1036 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1042 startitem_failed = TRUE;
1047 e = get_weaponinfo(wpn);
1049 if(e.items && e.items != IT_SUPERWEAPON)
1051 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1055 ammofield = Item_CounterField(j);
1057 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1063 self.flags |= FL_NO_WEAPON_STAY;
1066 // weapon stay isn't supported for teamed weapons
1068 self.flags |= FL_NO_WEAPON_STAY;
1070 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1072 self.ammo_shells = 0;
1073 self.ammo_nails = 0;
1074 self.ammo_cells = 0;
1075 self.ammo_rockets = 0;
1076 // weapon stay 2: don't use ammo on weapon pickups; instead
1077 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1080 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1081 if (self.modelindex) // don't precache if self was removed
1082 weapon_action(e.weapon, WR_PRECACHE);
1085 void spawnfunc_weapon_shotgun (void);
1086 void spawnfunc_weapon_uzi (void) {
1087 if(q3acompat_machineshotgunswap)
1088 if(self.classname != "droppedweapon")
1090 weapon_defaultspawnfunc(WEP_SHOTGUN);
1093 weapon_defaultspawnfunc(WEP_UZI);
1096 void spawnfunc_weapon_shotgun (void) {
1097 if(q3acompat_machineshotgunswap)
1098 if(self.classname != "droppedweapon")
1100 weapon_defaultspawnfunc(WEP_UZI);
1103 weapon_defaultspawnfunc(WEP_SHOTGUN);
1106 void spawnfunc_weapon_nex (void)
1110 minstagib_items(IT_CELLS);
1111 self.think = minst_remove_item;
1112 self.nextthink = time;
1115 weapon_defaultspawnfunc(WEP_NEX);
1118 void spawnfunc_weapon_minstanex (void)
1122 minstagib_items(IT_CELLS);
1123 self.think = minst_remove_item;
1124 self.nextthink = time;
1127 weapon_defaultspawnfunc(WEP_MINSTANEX);
1130 void spawnfunc_weapon_rocketlauncher (void)
1134 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1135 self.think = minst_remove_item;
1136 self.nextthink = time;
1139 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1142 void spawnfunc_item_rockets (void) {
1143 if(!self.ammo_rockets)
1144 self.ammo_rockets = g_pickup_rockets;
1145 if(!self.pickup_anyway)
1146 self.pickup_anyway = g_pickup_ammo_anyway;
1147 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1150 void spawnfunc_item_shells (void);
1151 void spawnfunc_item_bullets (void) {
1153 if(q3acompat_machineshotgunswap)
1154 if(self.classname != "droppedweapon")
1156 weaponswapping = TRUE;
1157 spawnfunc_item_shells();
1158 weaponswapping = FALSE;
1162 if(!self.ammo_nails)
1163 self.ammo_nails = g_pickup_nails;
1164 if(!self.pickup_anyway)
1165 self.pickup_anyway = g_pickup_ammo_anyway;
1166 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1169 void spawnfunc_item_cells (void) {
1170 if(!self.ammo_cells)
1171 self.ammo_cells = g_pickup_cells;
1172 if(!self.pickup_anyway)
1173 self.pickup_anyway = g_pickup_ammo_anyway;
1174 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1177 void spawnfunc_item_shells (void) {
1179 if(q3acompat_machineshotgunswap)
1180 if(self.classname != "droppedweapon")
1182 weaponswapping = TRUE;
1183 spawnfunc_item_bullets();
1184 weaponswapping = FALSE;
1188 if(!self.ammo_shells)
1189 self.ammo_shells = g_pickup_shells;
1190 if(!self.pickup_anyway)
1191 self.pickup_anyway = g_pickup_ammo_anyway;
1192 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1195 void spawnfunc_item_armor_small (void) {
1196 if(!self.armorvalue)
1197 self.armorvalue = g_pickup_armorsmall;
1198 if(!self.max_armorvalue)
1199 self.max_armorvalue = g_pickup_armorsmall_max;
1200 if(!self.pickup_anyway)
1201 self.pickup_anyway = g_pickup_armorsmall_anyway;
1202 StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1205 void spawnfunc_item_armor_medium (void) {
1206 if(!self.armorvalue)
1207 self.armorvalue = g_pickup_armormedium;
1208 if(!self.max_armorvalue)
1209 self.max_armorvalue = g_pickup_armormedium_max;
1210 if(!self.pickup_anyway)
1211 self.pickup_anyway = g_pickup_armormedium_anyway;
1212 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1215 void spawnfunc_item_armor_big (void) {
1216 if(!self.armorvalue)
1217 self.armorvalue = g_pickup_armorbig;
1218 if(!self.max_armorvalue)
1219 self.max_armorvalue = g_pickup_armorbig_max;
1220 if(!self.pickup_anyway)
1221 self.pickup_anyway = g_pickup_armorbig_anyway;
1222 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1225 void spawnfunc_item_armor_large (void) {
1226 if(!self.armorvalue)
1227 self.armorvalue = g_pickup_armorlarge;
1228 if(!self.max_armorvalue)
1229 self.max_armorvalue = g_pickup_armorlarge_max;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_armorlarge_anyway;
1232 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1235 void spawnfunc_item_health_small (void) {
1236 if(!self.max_health)
1237 self.max_health = g_pickup_healthsmall_max;
1239 self.health = g_pickup_healthsmall;
1240 if(!self.pickup_anyway)
1241 self.pickup_anyway = g_pickup_healthsmall_anyway;
1242 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1245 void spawnfunc_item_health_medium (void) {
1246 if(!self.max_health)
1247 self.max_health = g_pickup_healthmedium_max;
1249 self.health = g_pickup_healthmedium;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_healthmedium_anyway;
1252 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1255 void spawnfunc_item_health_large (void) {
1256 if(!self.max_health)
1257 self.max_health = g_pickup_healthlarge_max;
1259 self.health = g_pickup_healthlarge;
1260 if(!self.pickup_anyway)
1261 self.pickup_anyway = g_pickup_healthlarge_anyway;
1262 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1265 void spawnfunc_item_health_mega (void) {
1266 if(!cvar("g_powerup_superhealth"))
1269 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1273 minstagib_items(IT_NAILS);
1275 if(!self.max_health)
1276 self.max_health = g_pickup_healthmega_max;
1278 self.health = g_pickup_healthmega;
1279 if(!self.pickup_anyway)
1280 self.pickup_anyway = g_pickup_healthmega_anyway;
1281 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1285 // support old misnamed entities
1286 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1287 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1288 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1289 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1290 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1292 void spawnfunc_item_strength (void) {
1293 if(!cvar("g_powerup_strength"))
1296 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1300 minstagib_items(IT_STRENGTH);
1302 precache_sound("weapons/strength_fire.wav");
1303 self.strength_finished = 30;
1304 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1308 void spawnfunc_item_invincible (void) {
1309 if(!cvar("g_powerup_shield"))
1312 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1316 minstagib_items(IT_INVINCIBLE);
1318 self.invincible_finished = 30;
1319 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1323 void spawnfunc_item_minst_cells (void) {
1326 minst_no_auto_cells = 1;
1327 minstagib_items(IT_CELLS);
1334 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1336 float GiveItems(entity e, float beginarg, float endarg);
1337 void target_items_use (void)
1339 if(activator.classname == "droppedweapon")
1346 if(activator.classname != "player")
1348 if(activator.deadflag != DEAD_NO)
1353 for(e = world; (e = find(e, classname, "droppedweapon")); )
1354 if(e.enemy == activator)
1357 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1358 centerprint(activator, self.message);
1361 void spawnfunc_target_items (void)
1366 self.use = target_items_use;
1367 if(!self.strength_finished)
1368 self.strength_finished = cvar("g_balance_powerup_strength_time");
1369 if(!self.invincible_finished)
1370 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1372 precache_sound("misc/itempickup.wav");
1373 precache_sound("misc/megahealth.wav");
1374 precache_sound("misc/armor25.wav");
1375 precache_sound("misc/powerup.wav");
1376 precache_sound("misc/poweroff.wav");
1377 precache_sound("weapons/weaponpickup.wav");
1379 n = tokenize_console(self.netname);
1380 if(argv(0) == "give")
1382 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1386 for(i = 0; i < n; ++i)
1388 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1389 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1390 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1391 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1392 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1393 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1394 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1396 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1398 e = get_weaponinfo(j);
1399 if(argv(i) == e.netname)
1401 self.weapons |= e.weapons;
1402 if(self.spawnflags == 0 || self.spawnflags == 2)
1403 weapon_action(e.weapon, WR_PRECACHE);
1408 print("target_items: invalid item ", argv(i), "\n");
1411 string itemprefix, valueprefix;
1412 if(self.spawnflags == 0)
1417 else if(self.spawnflags == 1)
1419 itemprefix = "max ";
1420 valueprefix = "max ";
1422 else if(self.spawnflags == 2)
1424 itemprefix = "min ";
1425 valueprefix = "min ";
1427 else if(self.spawnflags == 4)
1429 itemprefix = "minus ";
1430 valueprefix = "max ";
1433 error("invalid spawnflags");
1436 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1437 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1438 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1439 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1440 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1441 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1442 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1443 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1444 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1445 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1446 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1447 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1448 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1449 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1451 e = get_weaponinfo(j);
1453 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1456 self.netname = strzone(self.netname);
1457 //print(self.netname, "\n");
1459 n = tokenize_console(self.netname);
1460 for(i = 0; i < n; ++i)
1462 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1464 e = get_weaponinfo(j);
1465 if(argv(i) == e.netname)
1467 weapon_action(e.weapon, WR_PRECACHE);
1474 void spawnfunc_item_fuel(void)
1477 self.ammo_fuel = g_pickup_fuel;
1478 if(!self.pickup_anyway)
1479 self.pickup_anyway = g_pickup_ammo_anyway;
1480 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1483 void spawnfunc_item_fuel_regen(void)
1485 if(start_items & IT_FUEL_REGEN)
1487 spawnfunc_item_fuel();
1490 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1493 void spawnfunc_item_jetpack(void)
1495 if(g_grappling_hook)
1496 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1498 self.ammo_fuel = g_pickup_fuel_jetpack;
1499 if(start_items & IT_JETPACK)
1501 spawnfunc_item_fuel();
1504 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1514 float GiveBit(entity e, .float fld, float bit, float op, float val)
1544 float GiveValue(entity e, .float fld, float op, float val)
1554 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1557 e.fld = min(e.fld, val);
1570 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1577 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1579 else if(v0 >= v0 + t)
1582 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1586 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1589 e.rotfield = max(e.rotfield, time + rottime);
1591 e.regenfield = max(e.regenfield, time + regentime);
1594 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1595 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1596 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1597 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1599 float GiveItems(entity e, float beginarg, float endarg)
1601 float got, i, j, val, op;
1602 float _switchweapon;
1611 _switchweapon = FALSE;
1613 if (e.switchweapon == w_getbestweapon(e))
1614 _switchweapon = TRUE;
1616 e.strength_finished = max(0, e.strength_finished - time);
1617 e.invincible_finished = max(0, e.invincible_finished - time);
1620 PREGIVE(e, weapons);
1621 PREGIVE(e, strength_finished);
1622 PREGIVE(e, invincible_finished);
1623 PREGIVE(e, ammo_nails);
1624 PREGIVE(e, ammo_cells);
1625 PREGIVE(e, ammo_shells);
1626 PREGIVE(e, ammo_rockets);
1627 PREGIVE(e, ammo_fuel);
1628 PREGIVE(e, armorvalue);
1631 for(i = beginarg; i < endarg; ++i)
1635 if(cmd == "0" || stof(cmd))
1659 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1660 got += GiveValue(e, strength_finished, op, time);
1661 got += GiveValue(e, invincible_finished, op, time);
1662 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1664 got += GiveBit(e, items, IT_JETPACK, op, val);
1665 got += GiveValue(e, health, op, val);
1666 got += GiveValue(e, armorvalue, op, val);
1668 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1670 wi = get_weaponinfo(j);
1672 got += GiveBit(e, weapons, wi.weapons, op, val);
1675 got += GiveValue(e, ammo_cells, op, val);
1676 got += GiveValue(e, ammo_shells, op, val);
1677 got += GiveValue(e, ammo_nails, op, val);
1678 got += GiveValue(e, ammo_rockets, op, val);
1679 got += GiveValue(e, ammo_fuel, op, val);
1681 case "unlimited_ammo":
1682 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1684 case "unlimited_weapon_ammo":
1685 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1687 case "unlimited_superweapons":
1688 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1691 got += GiveBit(e, items, IT_JETPACK, op, val);
1694 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1697 got += GiveValue(e, strength_finished, op, val);
1700 got += GiveValue(e, invincible_finished, op, val);
1703 got += GiveValue(e, ammo_cells, op, val);
1706 got += GiveValue(e, ammo_shells, op, val);
1710 got += GiveValue(e, ammo_nails, op, val);
1713 got += GiveValue(e, ammo_rockets, op, val);
1716 got += GiveValue(e, health, op, val);
1719 got += GiveValue(e, armorvalue, op, val);
1722 got += GiveValue(e, ammo_fuel, op, val);
1725 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1727 wi = get_weaponinfo(j);
1728 if(cmd == wi.netname)
1730 got += GiveBit(e, weapons, wi.weapons, op, val);
1735 print("give: invalid item ", cmd, "\n");
1742 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1743 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1744 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1745 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1746 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1748 wi = get_weaponinfo(j);
1751 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1752 if not(save_weapons & wi.weapons)
1753 if(e.weapons & wi.weapons)
1754 weapon_action(wi.weapon, WR_PRECACHE);
1757 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1758 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1759 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1760 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1761 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1762 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1763 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1764 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1765 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1769 e.health = bound(0, e.health, 100);
1770 e.armorvalue = bound(0, e.armorvalue, 999);
1773 if(e.strength_finished <= 0)
1774 e.strength_finished = 0;
1776 e.strength_finished += time;
1777 if(e.invincible_finished <= 0)
1778 e.invincible_finished = 0;
1780 e.invincible_finished += time;
1782 if not(e.weapons & W_WeaponBit(e.switchweapon))
1783 _switchweapon = TRUE;
1785 W_SwitchWeapon_Force(e, w_getbestweapon(e));